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DarkCheetah
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by DarkCheetah »

meh, everything excites me here! i realy like how warzone has improved with script and data!

i remember playing old 90's graphics , and look at it now, i mean come on XD
... where did all the good ol classic ai's gone to? Turtle AI , Super AI
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Rman Virgil
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

DarkCheetah wrote:meh, everything excites me here! i realy like how warzone has improved with script and data!

i remember playing old 90's graphics , and look at it now, i mean come on XD
I can relate to all that, no doubt. :D

Just gotta ignore some folk's "ego tunnels" & drone personalities along the way. A tour of duty in Afghanistan would surely dispel those dispositions might quick - or any crucible of RL challenges like simply making a living and paying your own way. ;)

- RV :ninja:
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Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
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Rman Virgil
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

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My first compile out of FlaME. Some quickie in-game screens of the two Player 0 positions (early dev of Main "0" & Scav FB "0") and a shot of one of the Isles that will be key in strategic planning and tactical deployments (not just for Hover... but also cyborg transports).

So much detail work yet to be done I can plainly see better in-game now - both cosmetic & game play design-wise (both topographic & placement location / quantity.... with balance upper most within the total meta level asymmetry that was, and is, a major challenge-goal with this project).

Yet, even at this early stage, one goal is already clearly within grasp and perhaps these screens convey something of that flavor which I describe simply as the sense of adventure immersion evoked purely by topographic variety. This sense of adventure must also dovetail seamlessly with another sensibility - a seeming inexhaustible sense of "heat of battle" opportunities.

NOTE: Yes those are operational transports and NO they will not be part of the Aqua Co-op map release. I just happened to run the map in my WS 2113 Mod which, for reasons explained elsewhere, I have decided to hold off on releasing. However, I learned many fun and provocative things in making WS 2113 that I am incorporating into Aqua Co-op that do not require a modding-scripting component. That said, my next project after this one will be "Reed's Lair" (takes place chronologically immediately after the very last mission of the original Pumpkin Campaign) which will be a Map-Mod with scripting that will include some key components from my WS 2113 Map Mod. "Reed's Lair" will not be nearly as complex as WS 2113 but I think it will be lots of fun to make and play (a good deal of the scripting & modding is already done... "just" have to make the map and plug-in the map coordinates into the scripts).
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Aqua Coop Isles.jpg
Aqua Coop Player 1 ScavFB.jpg
Aqua Coop Player 0 Main.jpg
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Olrox
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Olrox »

Man, that's looking great! As you said, part of the "feeling" is already present even in those screencaps.
I can only think it'll only get better and better an so on!

Keep up the excellent work!

~Olrox
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

Olrox wrote:Man, that's looking great! As you said, part of the "feeling" is already present even in those screencaps.
I can only think it'll only get better and better an so on!

Keep up the excellent work!

~Olrox
You bet ! And much appreciate the encouragement. :D

I'm also hoping you and your buds will have the time to stress-test it in MP so I can incorporate your suggestions before I release the public beta. I'm still a few weeks away from passing on the file to you... but when it's ready I will, if you have the time. There's no rush at all for that part of the pre-release testing.

I've been doing some preliminary testing in skirmish with a modified Become Prey and I'll be switching to Dylan Dog's latest DyDo this coming week.

Even though the map is solely designed for MP with all human players it looks from my early testing like it may be quite interesting in Ski. (For it to work you have to choose one of the Veteran start positions. Not the Newbie ones.)

Ideally, if I had more time, the 2 best A.I.'s for the map are H2O a.i. and Aivolution from 2004-05 (very, very, different from the version that's been part of the distro for the last 5 years) but these would have to be made compatible with the current binary and I just can't get into that these days. Merging these 2 a.i.s would be the total bomb and could cope effectively with ANY type map - including predominantly water maps. (Alas, so little time, so much worthwhile doing. Such is life. Gotta pick your spots with care.)

Sidebar: In the initial stages of conceiving this map I was inspired to compose a piece of impressionistic music that in my mind conveyed a narrative sense of what I was looking to do with the map's game play. Now this music makes no attempt to imitate the game's original music styling (which I like and could do, 'cause i have the chops and gear). Nor is this musical composition intended to be part of the release. Peeps can, and will, play whatever music suits them and that's best, IMHO. I will, however, post the down load for the sole reason that I know there are a few folks here who practice multiple art forms (visual art, music, storytelling) and thus the experience is an example of how distinct art forms can influence & inspire one another and thus may be of interest in that respect alone. Still wanna do a wee bit more for the final mix & should have that done within the week.

Regards, RV :cool:
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

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I'm gonna share some more tid-bits of inside info that may be of use to artists and mappers.

Though I created the HM entirely from my imagination I -

1.) Used 2 specialized tools instead of PS CS4 or Gimp or TrueSpace: Greenfish (free & found on my own) and EasyGen (free & a tip from member Metal Beast). Very cool tools & fun to use.

2.) Was thoroughly inspired by a work I read a year ago by Denis Dutton called "The Art Instinct : Beauty, Pleasure, & Human evolution". The central thesis of this work is that humanity across ALL cultures and historical time respond in certain ways to specific landscapes and that these responses are instinctual and a result of natural selection as explicated in the Neo-Darwinian Synthesis.

This book is well written, absolutely fascinating, and IMHO, a must read for artists and mappers. Should be in all major public library and university collections by this time so you shouldn't have to spend any money to check it out.

Be back next week with progress updates, new screens and that musical composition I've entitled "Suspended" (At that time I'll get into the why's & wherefores of the title and musical details of the composition which dovetail with each other and the map's game play into a generative whole).

L8r, RV :cool:
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

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Quick Update: Wasn't sure earlier in the week if this would work. I am now. Scav's as an independent Player 7 will work simultaneously with Scavs as Player Allies (Human controlled or Ski A.I. Player controlled) right outta the box. This makes for many interesting possibilities outside my primary MP focus so that I've decided, after all, to invest effort in making the SP Ski Mode a distinctly enjoyable experience using the same assets and without sacrificing any of the expressed Co-op MP goals.

The precision designing of ALL the cliff builds, and their locations, will be absolutely key to making the 2 game modes work from opening ground game clear through middle & end game. At the same time, every element of the virtual game world will be made to appear perfectly natural - thoroughly concealing the artifice that went into its deliberate making so that the willing suspension of disbelief, the sense of adventuring into the risky unknown, is not compromised. This too will be done while providing at least 3 alternate viable ground offensive-expansion maneuver deployment possibilities from jump as well at least 3 viable defensive postures. Creative risk taking will have its tangible rewards throughout and I'm gonna try my darnedest to make coming up with a single dominant walk-through impossible.

- L8r, RV :ninja:
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

Rman Virgil wrote:.....

2.) Was thoroughly inspired by a work I read a year ago by Denis Dutton called "The Art Instinct : Beauty, Pleasure, & Human evolution". The central thesis of this work is that humanity across ALL cultures and historical time respond in certain ways to specific landscapes and that these responses are instinctual and a result of natural selection as explicated in the Neo-Darwinian Synthesis.
One such area of Aqua Co-op thus inspired attached below. I call it The Isthmus of Regret.

There is a short tale to go with it entitled Mastar of the Scar: Part 2 I'm now polishing.

This phase of creation is tempting me to mod & script. I'm resisting, but in the end I may do some minimalist work in those areas. ;)

These are the purest joys of engaging WZ for me - working it in ways fresh & artful, sharing that creation process with esprit de corps... then stepping into that newly minted game world to romp and stomp creatively with those I regard as compañeros de armas for sheer rollicking, good fun. xD
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Attachments
With Fog of War
With Fog of War
With Distance Mist
With Distance Mist
Last edited by Rman Virgil on 10 Mar 2010, 17:30, edited 1 time in total.
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Olrox
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Olrox »

It's a pleasure to follow the progress - I'm not expressing my thoughts about everything (writing all of those thoughts would be a painfully long experience for someone who's accostumated to a lighting-fast rythm of life, at least), but you can be sure I appreciate to see how this work is growing from inside to outside, as opposite to the frequent so-apparently-full-but-not-really-quite stuff we often find everywhere. My compliments on your artful and creative efforts!

In case I didn't mention before, I'll be glad to beta test your map, attempting to go with various strategies and seeing what else could pop out from my mind in the proccess! You can count on my feedback.

~Olrox
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

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Thanks for the feedback Olrox & I will surely take you up on testing what I've done later in the month and will much appreciate that & any suggestions you have to improving it. :D

I love writing but much prefer spending that part of my life on literary creations & such assignments as put $$ in my bank account. :)

Though posting can be especially rewarding if it leads to reciprocating communications that are genuine, stimulateing, common courtesy based and shaped by a lively wit & what is called in Spanish un spirito sympathico.

This last was much more common to bbs in years past. Times change and folks of that temperment gravitate in droves to social networking sites these days like Facebook - or would rather Tweet or Text Message than post.

I too prefer the accelerated pace of face to face life communication for many reasons which are all inherently more exciting than long postings, to be sure. Plus with face to face communications boors & cowards are usually on their best behavior and if they are not they can't get away with it in RL like they do in this medium, if you know what I mean. ;)

Pissants being more the norm than not, a Toltec Warrior knows how to dispense with such & still carry on with heart... doing good work & deeds every step of the way.

- Regards, RV :cool:
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Re: 4-c Aqua Co-op Map Design Set & in the Pipeline

Post by Rman Virgil »

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Rman Virgil wrote:
This phase of creation is tempting me to mod & script. I'm resisting, but in the end I may do some minimalist work in those areas. ;)
I figured out how I'm gonna handle this temptation so as not to delay the release of "Aqua Co-op".

I'm gonna follow the same pattern Laws245 & I did when we collaborated on the uniquely seminal & groundbreaking "Citadel" & "Citadel Elite" series.

There will be what I'm working on now, "Aqua Co-op SE" (Stock Edition) a pure mapping creation - and after it's release I'll move on to create "Aqua Co-op EE" (Elite Edition) were in I will include some select modding from my unreleased "WS 2113" (Txt & GFX) and some Cam style a.i. scripting I've already written.

- Yup... that's the plan.... RV :cool:
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A Lagniappe: A bit of future history pertaining to The Isthmus of Regret.

In 2111 there were a series of battles waged on The Isthmus of Regret. One of the Scav contingents was led by Mastar of the Scar of the Jaguar Clan (Part 1 of his tale is posted in the War School thread). In Mastar of the Scar's legion was the clan bard Landar of the Far Sight who later sang of that day's blood shed & heroics. Landar's songs were subsequently transcribed into the sacred tongue of Wakan. Some of these songs have recently come into my hands and I have made efforts to translate them into English. Below is one of my fledgling attempts to capture at least a bit of the spirit & flavor of the Wakan sensibility into English.... what is lost in translation I can but only bow my head in humility.

~ Rinds of Hope ~


Sheltered cove
gentle curve
misty longing twilight
a memory of warmth
a bloody waning moon
the tumult ebbs
what next ?

Absence with intent
the blooms trail deep
like ripples to sea

Left behind
the crest-fallen

Isthmus of regret
too tame lament
casting portents of
sleepless eves
and seas becalmed
a wasteland
of muted courage

Only pity
whispering desire
like shadow eddies
would be celebrated
here

Veiled shorelines
a harbor of solitude
a vista passing strange
what could be
stirring wistful caprice
like undertows
and lightning scythes

Wagers won losing
peace through travail

The last wreck pillaged
slowly foundering
and cupped tenderly
as if alms
the rinds of hope

Hope not but yearn
the trapdoor
of raked hearts

----> ¥ <----
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Some more Mapping insights:

I mentioned it in passing elsewhere but it merits repeating.

I'm doing stuff here I would never have attempted if it wasn't for the power of Flail13's new FlaME map editor.

I did some of it years ago with Pumpkin's EW for a Mangodai Campaign map and it took me about 6 months of steady, almost daily, effort. With FlaME I'm doing the same and a whole lot more in a matter of days - not months.

From what I can see only one mapper, besides myself, is truly exploring the full scope power of FlaME.

Just as there is at present an Art Revolution in WZ's GFX... FlaME is gonna lead to a Mapping Revolution as soon as mappers realize that the mind-set for creating symmetrical, geometric, maps has been basically rendered obsolete by FlaME. Besides, there are already hundreds and hundreds of these type maps. I have nothing against them, I've made 'em myself, but it's time to venture into a whole new world of extraordinary possibilities made feasible by FlaME.

More insights specific to "Aqua Co-op: SE"s construction and design goals:

~ This map is not only totally asymmetric but also has 5 distinct elevations through out. Thanks to the developers recent work, this does not invoke past problems with Vtol wheelies or stalls.

~ This maps carefully detailed design will promote and subvert various conventional ways of playing WZ.

~ Let's start with what it attempts to subvert - ALL early game Rush type tactics. I have nothing against peeps playing Rush but feel there are, again, hundreds and hundreds of maps already that promote this type game play and I have no interest in adding to that. This goal will be achieved with a 2-pronged approach: canny topographic design combined with shrewd use of Player 7 Scavs. Since "Aqua Co-op SE" also provides Veteran players with controllable Forward Based Scav Allies I am also doing things that will make Vets using these Scav Allies to Rush hard - maybe hard enough to not even bother since the temporal advantage will likely be lost.

~ In addition to what I have already spoken to earlier in this thread, "Aqua Coop SE" design is very deliberately promoting essential use of Hovers, Vtols and Borgs deployed via Troop Transports. Again I have nothing against the deployment of a dominant Armor force or pure Armor Maneuver... I just think that by itself it is too one dimensional and marginalizes all the other fun forces available in the game. What I am hoping for is that "Aqua Co-op SE" will promote 3 pronged maneuver tactics that fully utilize all 3 forces simultaneously: ground, air & water. This in turn is predicated on initiating strategies that take into account the critical nature of multiple force strength battle field Command & Control, Velocity Warfare based on 4D Intel, continuous 4D Situational Awareness and a Battle Theater that has multiple Centers of Gravity opportunities.

Simply, this is all to shift a bit the strategy elements of WZ from a predominant focus on resource management, research & unit design to a richer, viable, array of ways to engage in actual battle.

......

Over the weekend I'll post some more key screens caps and the current mix of my musical piece "Suspended" which I composed when "Aqua Coop SE" was in the early stages of conception and, in my mind at least, is evocative of the up & down, emotional narrative experience I was seeking to promote in the map's game play experience. It may be of some passing interest to other musicians in the community - or not. It's cool either way. ;) Just my way of saying that anything, and I mean anything, can be grist for the mill of a creative, artistic, spirit that is resident in every individual at birth, IMO (plus the work in all the brain sciences of the last decade have been exposing these heretofore mysterious states to the light of day for anyone to get a handle on and make practical use of to further mastery.)

- L8r, RV :cool:
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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More key insights:

~ Landmarks: because of the 4D complexity of this map I'm creating landmarks that serve ends beyond mere purdy visuals.

I'm doing it in a variety of ways that I think will add an insteresting "puzzle-like" dimension to the experience of learning the map.

One of the ways I'm using to make these Landmarks is by distinct topo linked to Feature Models.

I am also dubbing the Landmarks with fanciful names like The Isthmus of Regret.

I would like to use i-Nod's re-done Feature Art which is so much better than stock & that is in the repository but not part of the distro's data set. Have to find out what's up 'cause if I use 'em as is I'll have to make this a Map mod which I'm trying to reserve for the Elite Edition, while keeping this Stock Edition purely a work of mapping with no mods.

Which reminds me, the same applies to i-Nod's new art for the Scav units.

Speaking of Scavs...

~ Scavs must be a force to rechone with:

Player 7 Scavs are gonna be very important to this map's gameplay - & NOT just in the capacity of subverting various opening game Rush tactics.

I want them to be a factor throughout early (& perhaps even into mid-game) and want to achieve this end without modding, scripting or spamming scav units.

How to accomplish that within those parameters ?

Well let me give you a clue.. ;)

I'm resorting to a technique used by Pumpkin in the very last Nexus Cam Map sequence of missions - with some variations of my own.

This simple technique will make taking out the Main Scav Stronghold a very challenging adventure. As well it should be because this Stronghold is one of several major Centers of Gravity that will thus provide a strategic advantage when captured & will also afford a rich cache of resources. But as great as those rewards are for success they will perforce present formidable challenges to overcome in order to attain - all the while in the midst of holding your own in other key battle fronts.

- RV :cool:
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Key landmark areas I'm currently working on and the original Player Set-up Legend posted (note some obvious topographic changes I've already made).

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Attachments
Some Landmarks I'm Working On
Some Landmarks I'm Working On
Original Player Set-Up (Note Topo Changes)
Original Player Set-Up (Note Topo Changes)
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Rman Virgil wrote:.......

Over the weekend I'll post some more key screens caps and the current mix of my musical piece "Suspended" which I composed when "Aqua Coop SE" was in the early stages of conception and, in my mind at least, is evocative of the up & down, emotional narrative experience I was seeking to promote in the map's game play experience. It may be of some passing interest to other musicians in the community - or not. It's cool either way. ;) Just my way of saying that anything, and I mean anything, can be grist for the mill of a creative, artistic, spirit that is resident in every individual at birth, IMO ........
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An instance of a particular map creation merging with composing a bit of music in this brain - nothing more.

Here is the MP3 dl hosted at File Dropper - 3 minutes @ 3mbs:

http://www.filedropper.com/suspendedv14

For the musically inclined out there: It's in the Key of G and the minors and suspendeds far out weigh the majors - both choices made to knock me out of my usual habits. My core rig consists of: a Parker Nite-Fly Delux electric with a full effects bay & individual pedals like the classic Cry Baby, a steel string acoustic made for me by a friend Oxnard Ca., a 3 string Music Stick made by an artisan in Half-Moon Bay which I string with Banjo strings, a Yamaha Portable Grand piano, a Roland PM-5 Midi and a Fender Chorus Cabinet.

Later in the week I'll post some more screen caps of the Landmark work mentioned in my last 2 post.

- RV :ninja:
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